Wizard

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Arbane the Terrible wrote:
Ask the GM how the guards would have reacted to a travelling merchant approaching the fort...

Easy they would kill it in the most painful way available.


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There are defenses(saving throws, spell resistance, counter-spells) against AoE and Battlefield control spells. I can't think of any defenses against mundane mind control.

Also and maybe more important PC's are immune to it so I can't even go tit-for-tat.


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Make a kingdom of elfs, undead, wizards and demons. If the rest of the world does not like them then they can come here!


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If only this Quick oak had been smart enough to draw scary faces on all the oaks in the area.


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Imbicatus wrote:
Serisan wrote:
I find that to be less of a concern that people who talk about casting Create Water every round for days to support a desert town
Just so you know, this really doesn't work. The water created by create water disappears after 24 hours. You can live off it, but you can't fill a cistern for a town to live off after you leave.

Actually it only disappears if it is not drunk. So if you have a bunch of people in a dessert drink from create water and pee it out you will soon have an oasis there.


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That is the thing with Paladins. They have no fight or flight reflex only a fight or fight some more reflex. Also trying to torture information out of a Paladin is any exercise in frustration.


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Why is everyone stuck on laser pistols. Being about to fabricate modern materical that we can make, but are hard to make would be more useful.

Such as carbon nano fibers.


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You know I don't even want to make super-science stuff like a laser. Just stuff like concrete, plastic. Things we already have.

Sort of wanted to make a flying castle and need strong materials that are light yet strong.


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The real problem is that all the people who have the intelligence to make technology seem to be snatched up by spell-casters. I imagine that there are many wizards who make a habit of going around with detect thoughts up in order to find high int people. So all the high int people become magic users that don't have time for technology. Technology might be about to do more then magic in the long term do to being more repeatable (no spells per day limit). However spell-casters can't see the potential enough to devote years to the problems when they have so much else to do.

A mage might be able to gain the craft skill to create kevlar with fabricate. However it would not stack with mage armor. And the mage in question has no way of knowing all the potential applications ahead of time. Well in the mean time every spell caster has a bunch of other ways of making huge amounts of money.

There is one factor that might motivate a mage to devote the time and energy to learning technology craft skills. The existence of alien technology. It imply that technology might be able to do things magic can't or at least do it on a larger scale. However there is a rather non-scientific group sitting on it.


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The first defense is that there are not that many people with the power to bound you in the first place.

The second defense is that although 15+ HD outsiders are relatively rare they are still a lot more of them people that can bind them.

The 3rd defense is having a high will save.

There are other defenses, but they are more reactive in nature and therefor more iffy.


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Charon's Little Helper wrote:
fictionfan wrote:
Kobold Cleaver wrote:
I would think an adamantine door would be fairly valuable even without reforging, though. Who wouldn't want an unbreakable entrance?
I most certainly wouldn't. It would draw adventures like flees.
You'd need to surround the doors with big monsters to make the adventurers 'flee'. :P

Then what are the point of the doors in the first place?


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Kobold Cleaver wrote:
I would think an adamantine door would be fairly valuable even without reforging, though. Who wouldn't want an unbreakable entrance?

I most certainly wouldn't. It would draw adventures like flees.


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Jiggy wrote:
Unassuming Local Guy wrote:
I think it would be interesting to switch over to a 20th lvl wizard or the like taking a bath and getting jumped but I know the outcome is much different (spoiler everyone dies or the spellcaster gets away)
The 20th-level diviner auto-wins initiative, casts power word kill on the 10th-level caster, then flies out of the tub (because overland flight was already running) and casts quickened greater invisibility. What's left of the 10th-level party gets a set of actions (maybe invisibility purge from the cleric and the pre-buffed flying fighter moves up and attacks once?) and then Mr. 20 gets to decimate the rest of them.

If we are assuming that the fighter does not have his weapon then we have to assume the wizard does not have his spell component pouch.


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Kill him he made this PVP. Or report him to to the local authorities.


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Darkfire142 wrote:

I as a DM refuse to allow players to play the summoner class. The reasons are as follows:

3. With forewarning, a Summoner can blow all their summons and totally gimp a planned encounter. For instance in a game I played in the Master Summoner in the group knew we were entering a Goblin Infested fortress so blew all his summons to summon 9d3 dogs and use his canine army to pretty much clear out the entire dungeon. With a 4 minute duration that was more than enough time in battle to wipe out most encounters.

You are only aloud to have one summon out at a time with their ability.


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Artemis_Dreamer wrote:

To me, the whole "glowing rune" thing seems like a huge liability - an idea that is reinforced by how many summoners go out of their way to conceal it.

After all, it's essentially broadcasting to all enemies in the area that in order to stop the monstrous eidolon, all they need to do is kill the weak-looking guy with the same symbol on his head.

I've never played a summoner (too confusing), but still. It's sort of like if clerics had glowing holy symbols on their foreheads - that is to say, ridiculous and seemingly intended to provoke confrontation.

Here's an idea if you are a summoner. Use arcane mark to put the same rune on the fighters head so he becomes a better tank.


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Is it bad of me that this thread makes me want to take notes about what to put in my game?

Edit: question mark.


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Thing is the wisp can run away and come back and with 50 fly move speed plus invisible there is not much the players can do to stop them. Also it says in there stat block that they like to have people chase them so they can lure them into traps.


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Use magic jar and get the army to destroy itself.


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I was reading the thread
Equipping-Your-Dragon
and decided that I might give my dragon some equipment. Can anyone suggest what it should wear? Preferably the equipment should be things that can double as jewels are or are taste full. A cape or armor just seems kind of weird on a dragon.


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Shadowkire wrote:
9. "Before we proceed further into the enemy lair, which is sure to be guarded by a small army, we will take 10 minutes strip-searching the corpses of those we have already killed."

I'm sure they would prefer it if the army came to them. So taking your time makes sense.


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I mean ways that give measurable amounts of electricity. I'm not interested in say lightening bolt because none could every say how many volts or joules a d6 of lightening damage is. I'm looking for methods that the output could be measured.

say a Decanter of Endless Water at the top of a water tower powering a damage at the bottom those calculations are very doable. Can anyone else come up with good ways of producing energy? The lower level the better.


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So if it is only the brightness of a torch spread over the entire object how many times would you have to cast Continual flame on the planet before anyone would notice?


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I think it has more to do with the chronic lack of trained Brachiosaurus.


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My barbarian welded a greataxe known as the "BADAXE". It was the most BADAXE weapon around.


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Heres a nice rouge biased test. Imagine you want to steal something from a Noble's mannor house a crown or something. The house has dogs guards and possibly traps which class would you want for this mission. You are level 5.

There are that's a non-combat test that does not come up that often if some other class can do it better then a Rogues aren't just sub-pare they flat out suck.


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Carmella Lockbox a very attractive young lady of 23. Her family was until recently of very high status, but then her father was convicted of treason by the sword lords and the family position went to hell in a hand basket. Left with about nothing but her name Carmella is trying claw her way back up. She is likely to vamp and latch onto one of the PC's and try and use him as a stepping stone.


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There is another step, The preparations. If you are going to make a habit of using planner binding then you should step up a specially prepared summoning room for it.

Some where out of the way with no distinguishing features to allow the bound to know where it is.
I like filling the place with illusionary walls. You can see though them the bound can't (unless it has true sight). Also the place should have a permeant mages sanctum and other things to prevent scrying and divination.

There should be a bunch of traps ready and primed to destroy the bound in case it gives you any trouble.

Such as a few ballistas aimed and primed. A Giant rock sepended above the circle and a trap door into acid or holy water. That sort of thing.

One more thing. You want the place to be safe from outside interference considering how easy it is to disturb a circle from the outside you really don't want to be disturbed.

Lastly you need an escape route in case of unforeseen cases (like your DM being a jerk). Maybe the bound was in the middle of tea with something powerfull that can track it down and come for you.

This can all be summed up with the Moto Safe, Secret, Secure

One more thing. You want the place to be safe from outside interference considering how easy it is to disturb a circle from the outside you really don't want to be disturbed.

A lot of this is overkill for most bindings, but sense most DM's don't like planner binding it is better to be safe then sorry.


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A wizard with a teleport contingency might save himself, but doom the rest of the party. I think a defense buff is better.


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No you can not use magic missile to attack the darkness.


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Ya it's like this guy isn't even trying. At level 10 with a 3x crit weapon he should be doing at least 100 on a crit.


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Democratus wrote:
A large empire could keep a "game preserve" where they allowed tribes of evil humanoids to live. The sole purpose of this place, though, would be to send in prospective officers to gain XP and level up to higher levels.

So a bit like the Aztec empire?


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It's easy to test for intelligence just cast detect thoughts and you will get the information in 12 seconds the target does not even get a save.


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Armys are for clean up the PC's do all the real fighting.


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I was reading this thread and someone brought up investing in staff of wishes. I don't want to discuss the rules validity of this.

What I do want to discuss is how you would go about guarding such a huge investment. The staff would cost 766,300 gp to make and have a far greater market price. That is a big enough price get parties of level 17+ together to work out a heist to steal it. They might even come from other planes for the score.

I have thought of a few ways such a party might try to get at the staff. I would like it if others could come up with was to guard against them as well as think of new ways parties might try to test their luck.

1. Brute force. The Party just tries to fight it's way in and hopes to be in and out before any significant response can happen.

2.Bluff. A bard or some such has such great disguise and bluff as to convince anyone that they are anyone.

Their are some restrictions on what sort defenses there can be.

1. The staff has to be accessible by authorized personal otherwise it's useless.

(I am sure there are other restrictions)


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Scared witch/ barbarian

Full Bab, full casting both give you all the reason in the world to bost your con. You'll have alot of Hp.


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ZomB made a guide to Kingdom Building awhile ago using the old Kingmaker rule set here. Is there any guide to kingdom building using the new Ultimate campaign rules set?

If not would anyone care to try and make one. I might make it myself if people can give me good tips here.


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With blood money it's not that big a deal anymore if it gets dispelled.


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If shadows go wandering around looking for towns they might have to roll the random encounter table. How many things on that table could beat shadows?


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I love permanency blood money makes sure the price is right.


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I keep hearing how easy it is to break, but I personally don't see maybe my power-gaming muscles are geting old and flabby. Would anyone like to tell me how to game the system?


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It's war and when needs must...

You will eat your s@@@ and you will like it!

Also there are a lot of extra mass constantly being introduced into the system in the form of flys and other bugs that would try and eat it if you don't.

However I would expect this to cause a lot of moral problems not matter how you Prestidigitation it.

I wonder how high a bluff/disguise check it would take to convince the troops it isn't poop.


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*cast speck with animals*

How do you feel about being replaced by a motorcycle.


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darkwarriorkarg wrote:
Vincent Takeda wrote:

I'm not sure about mechanically, but thematically Bard/Ninja is a pretty rediculous concept...

Granted theres 'ninja who's false reputation is that of an entertainer' but singing for combat bonuses while at the same time trying to be sneaky seems hillarious to me.

I loudly sing the songs of sneaky death.

This one falls under rediculous theme more than 'rediculously powerful'.

Spelling this one out practically in game terms means having a character who's like the siamese cats from Lady and the Tramp or the Cheshire Cat from Wonderland... A mesmerizing slightly insane little tune while your character pops in and out of view with a maniacal gaze and a maniacal grin.

Make him a dervish: Calling out your attacks?

Even better sneak with catlike tread


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Male Samsarans dual cursed oracle/Wizard(for-sight) 5/ arcane savant 3

Right.


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I can prove the that the Schroedinger's Wizard is impossible. It is not sufficient to say no one has come up with such a build that just shows that no one has come up with a build.

Suppose that you managed to create Schroedinger's Wizard capable of dealing with any problem he might come across. Lets call him Bob.

Sense Bob is capable of dealing with any problem he might come across he must be prepared to fight another Schroedinger's Wizard Alice. But wait if Bob defeats Alice or Alice defeats Bob than a Schroedinger's wizard has been defeated causing a contradiction so Schroedinger's Wizard must be false.

I took the language from the proof for the halting problem


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It does seem little unfair that Anti-paladin have it so easy so long as it's for the greater evil it's alright. Paladins don't get to do evil acts for the greater good.


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So everyone is a bard then?


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Male Samsarans dual cursed oracle/Wizard(for-sight) 5/ arcane savant 3

Not really hard still mortal so I still need to urinate.


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Arcane Lock(MK) lock up your spellbook if you have a base you can lock everything all over the place

Create Treasure Map(M) Kill first and ask questions later
Continual Flame(M) I have some plans to build a money system backed by continual flame stones.
Magic Mouth(MK), Not sure maybe you want to be a one man propaganda campaign
Phantom Trap(MK), If you have a base put these every 50 feet it will make any rouges coming in feel very nervous. Might even put some real traps too.
Symbol of Mirroring(M) I have a bunch of these ready incase enemies get close to you
Masterwork Transformation(M) make a lot of masterwork ammunition
Ablative sphere(M)
Nondetection(M)